Criminal Upper
Banned
The following is a list of titles NOT PRESENT at Captivate 2011 - They were not shown in any form and/or were not talked about. Mega Man Legends 3 was scheduled to make an appearance via early prototype build, but delays in Japan with the quakes unfortunately cut it out of the show lineup.
DmC (Devil May Cry)
Marvel vs Capcom 3 DLC
Monster Hunter
Mega Man Legends 3
Street Fighter 3 3rd Strike: Online Edition
Resident Evil Revelations
The games that WERE PRESENT:
Street Fighter X Tekken (PS3/360) TRAILER
Resident Evil: Operation Raccoon City (PS3/360/PC)
Resident Evil: The Mercenaries 3D (3DS)
Asura's Wrath (PS3, 360) TRAILER
Super Street Fighter IV: Arcade Edition (PS3/360/PC)
New games Announced:
Dragon's Dogma (PS3, 360) TRAILER
Dead Rising 2: Off The Record (PS3, 360, PC) TRAILER
IMPRESSIONS:
Dragon's Dogma
Director: Hideaki Itsuno
Dragon's Dogma has the largest development team in Capcom history. The game is fully open-world, but has a main line story you can choose to follow or you can opt to explore at your own pace. Not much was divulged about the story itself, but it does have to do with an ancient sleeping dragon choosing a warrior to be his servent, and thus you must embark on a quest to see the dragon's will done.
You can choose between three classes: Strider (think ranger) a mage, or a fighter. You hit the field and will receive objectives and sidequests and can try and complete them alone, but you are best to recruit "pawns" to your cause. You can meet any NPC in towns or out in the wilderness and have them be AI controlled team mates who will greatly assist you in taking down mythological monsters (Griffons, Hydras) or raiding a temple or saving villagers, etc.
The gameplay is fast and action-orientated, but there is lots of strategy and RPG elements under the hood. In the playable demo, you can only choose the strider, where you have a light attack, strong attack and one special move for each, in this case, daggers. You also have a ranged attack (bow and arrow) and most interesting of all, a "grab button".
In the demo, you must kill a massive eagle headed griffon, and this is where the grab button comes in handy. You can choose to fight the griffon while it's flying in the air, you hack at it when it's on the ground, but you can also grab onto the griffon from any angle you want, beak, tail, legs, then proceed to hack at it until it throws you off, or comes crashing to the ground.
Meanwhile, your fighter and mage companions can help you in various ways, the mage can imbue your daggers or arrows with fire, which will be able to set the griffon ablaze, if this happens while the griffon is airborn, his feathers will burn up, and he'll come crashing down in spectacular fashion.
The fighter meanwhile, can call to you, and let you know they will give you a boost by holding out their arms. The will then catapult you into the sky, where you can grab onto the griffon in mid-flight. Awesome stuff.
Smaller enemies, such as goblins will also join in on the battle, and pester you while the griffon flies overhead and tries to dive bomb the entire party. Once you get the griffon down to the ground, you have to work hard to slay it while it's there, less it take to the skies again. Once dead however, the griffon will be covered in blood, and it's feathers will be ripped and torn, you really feel like you just barely won an epic battle.
The sound track is fully orchestrated, and amazing, think Shadow of the Colossus, but even more bombastic.
Graphically, the game is amazing, draw distances to die for, tons of dust/rocks debris shooting all over the place when the griffon comes crashing down...
One of the most awe-inspiring sights, was when the griffon was hovering in front of the sun, waiting to attack your party, every individual sunbeam was poking through the folds of it's feathers, making it look like the most majestic fucking creature ever.
ASURA'S WRATH
INSANE.
Surprise of the show, as Asura's Wrath is not the DMC/Musou clone it kinda appeared to be in the first few trailers. The game is actually very heavily story based, in fact that's the main focus of the game, providing an epic story that you can play. The game is weaving cutscene and gameplay together in unique ways as the fallen demi-god Asura seeks revenge against his former compatriots in the pantheon of earth's gods, from stealing his daughter, who also happens to have immense power locked away inside her.
Remember the first trailer of Asura's Wrath? Giant glowing finger from a space Buddha crushing Asura who's a tiny speck on earth? That is one of the weaker bosses in the game.
While not playable, I saw a full boss demonstration, which showed you how different Asura's Wrath is from most other action titles. The game is not separated by levels or checkpoints, as it's entirely driven by the story, and the boss fight we were shown, ran a gamut of different gameplay styles that all fit the situations Asura was finding himself in. You went from running across a barren wasteland in a sort of race against this massive boss who's running along with you a few miles away, and he's tossing missiles and destroyed spaceships at you, at this point, Asura has a ranged energy blast he fire, by moving a crosshair across the screen while running. When a object the boss throws comes too close to Asura, the players as a split second to press a button to toss it back at the boss.
Then the battle changes to an aerial view, and Asura needs to dodge and get close to the boss to smack him, then it will change back into the running sequence, where a few more hits drives the boss to become it's massive planet swallowing celestial form. This is all governed by Asura's ANGER METER, which gradually fills up as the fight progresses. When the boss begins to crush Asura with his giant finger. It's at this point Asura's ANGER METER is full, and he can power up to one of his many forms (in this case, he grows 6 arms) pounding the buttons will cause Asura to power up further, and this will produce a crack in the boss's finger, the cracks multiply, and the boss will freak out and die in a massive explosion that leaves a continent sized crater.
While all this portions of the game are playable, they are all presented very stylistically and cinematically. It has a very anime episodic feel to it, which is what the team is going for.
Think of every awesome manly anime there is, Fist of the North Star, Berserk, Hajime No Ippo, multiple it x 1,000,000,000 and make it playable. That's Asura's Wrath.
Even though the game is heavy on the cutscenes, there will be sequences more akin to DMC, where Asura has to cut through multiple smaller-scale enemies, and it's these sequences were Asura has a number of fighting moves to use (although this was not shown in detail.)
RE: OPERATION RACCOON CITY
Alot of the base details are already known but here are my personal impressions of what I played.
The only thing playable was team deathmatch in the demo, but rest assured there is a large single player story to follow (or not follow if you want to break canon)
The game is dark, dank and violent, definitely the goriest RE game to date, blowing a zombie away with a shotgun just doesn't explode his head, it destroys his entire torso. You select either from the Spec Ops or the Umbrella USS soldiers, and you start in the Stucco gas map, your objective is simply to kill the other team, but the entire area is overflowing with zombies as well.
Each character has their own special ability, mines, adrenaline shot, heat vision goggles, cloaking, the dominating team will always be the one working together, as each ability helps out the entire team if you coordinate. The shooting all feels really good, but it does play like every other TPS out there, there is even a very light cover system, but it's not really needed, and for me, I only used it when I wanted to catch a breath.
As the match wears on, eventually other wild card is put into the mix. BOWS. Hunters will eventually start stalking the map, and attack either player team...but if one team is dominating in kills, the hunters will always attack that team first. The hunters in this game are truly frighting, as they can jump longer distances than they ever could in the old games, and take a shitload of firepower to kill, but if you manage it, you get a huge score increase.
Melee attacks also play a big part; when tapping the melee button, you can also control the direction of your knife/blows and kicks by moving the control stick in the direction of whatever you want to die. There are also "brutal kills" that trigger after a combo, that are some of the messier executions I've seen, like jamming a knife under the chin of a zombie, and stirring their brains up with the blade tip.
Killing zombies is worth the least amount of points, and killing hunters is the most, as they take even more damage than the other team.
The game also plays really fast, but the characters still have a weighty RE feel to the, as your turning speed isn't super quick, but it's also not so slow as to make you feel sluggish.
I really need to try more maps, weapons, and see more BOWS in action, to make a final judgment but I am definitely interested in the game now, when it was announced I was pretty BLAH on the whole thing.
DmC (Devil May Cry)
Marvel vs Capcom 3 DLC
Monster Hunter
Mega Man Legends 3
Street Fighter 3 3rd Strike: Online Edition
Resident Evil Revelations
The games that WERE PRESENT:
Street Fighter X Tekken (PS3/360) TRAILER
Resident Evil: Operation Raccoon City (PS3/360/PC)
Resident Evil: The Mercenaries 3D (3DS)
Asura's Wrath (PS3, 360) TRAILER
Super Street Fighter IV: Arcade Edition (PS3/360/PC)
New games Announced:
Dragon's Dogma (PS3, 360) TRAILER
Dead Rising 2: Off The Record (PS3, 360, PC) TRAILER
IMPRESSIONS:
Dragon's Dogma
Director: Hideaki Itsuno
Dragon's Dogma has the largest development team in Capcom history. The game is fully open-world, but has a main line story you can choose to follow or you can opt to explore at your own pace. Not much was divulged about the story itself, but it does have to do with an ancient sleeping dragon choosing a warrior to be his servent, and thus you must embark on a quest to see the dragon's will done.
You can choose between three classes: Strider (think ranger) a mage, or a fighter. You hit the field and will receive objectives and sidequests and can try and complete them alone, but you are best to recruit "pawns" to your cause. You can meet any NPC in towns or out in the wilderness and have them be AI controlled team mates who will greatly assist you in taking down mythological monsters (Griffons, Hydras) or raiding a temple or saving villagers, etc.
The gameplay is fast and action-orientated, but there is lots of strategy and RPG elements under the hood. In the playable demo, you can only choose the strider, where you have a light attack, strong attack and one special move for each, in this case, daggers. You also have a ranged attack (bow and arrow) and most interesting of all, a "grab button".
In the demo, you must kill a massive eagle headed griffon, and this is where the grab button comes in handy. You can choose to fight the griffon while it's flying in the air, you hack at it when it's on the ground, but you can also grab onto the griffon from any angle you want, beak, tail, legs, then proceed to hack at it until it throws you off, or comes crashing to the ground.
Meanwhile, your fighter and mage companions can help you in various ways, the mage can imbue your daggers or arrows with fire, which will be able to set the griffon ablaze, if this happens while the griffon is airborn, his feathers will burn up, and he'll come crashing down in spectacular fashion.
The fighter meanwhile, can call to you, and let you know they will give you a boost by holding out their arms. The will then catapult you into the sky, where you can grab onto the griffon in mid-flight. Awesome stuff.
Smaller enemies, such as goblins will also join in on the battle, and pester you while the griffon flies overhead and tries to dive bomb the entire party. Once you get the griffon down to the ground, you have to work hard to slay it while it's there, less it take to the skies again. Once dead however, the griffon will be covered in blood, and it's feathers will be ripped and torn, you really feel like you just barely won an epic battle.
The sound track is fully orchestrated, and amazing, think Shadow of the Colossus, but even more bombastic.
Graphically, the game is amazing, draw distances to die for, tons of dust/rocks debris shooting all over the place when the griffon comes crashing down...
One of the most awe-inspiring sights, was when the griffon was hovering in front of the sun, waiting to attack your party, every individual sunbeam was poking through the folds of it's feathers, making it look like the most majestic fucking creature ever.
ASURA'S WRATH
INSANE.
Surprise of the show, as Asura's Wrath is not the DMC/Musou clone it kinda appeared to be in the first few trailers. The game is actually very heavily story based, in fact that's the main focus of the game, providing an epic story that you can play. The game is weaving cutscene and gameplay together in unique ways as the fallen demi-god Asura seeks revenge against his former compatriots in the pantheon of earth's gods, from stealing his daughter, who also happens to have immense power locked away inside her.
Remember the first trailer of Asura's Wrath? Giant glowing finger from a space Buddha crushing Asura who's a tiny speck on earth? That is one of the weaker bosses in the game.
While not playable, I saw a full boss demonstration, which showed you how different Asura's Wrath is from most other action titles. The game is not separated by levels or checkpoints, as it's entirely driven by the story, and the boss fight we were shown, ran a gamut of different gameplay styles that all fit the situations Asura was finding himself in. You went from running across a barren wasteland in a sort of race against this massive boss who's running along with you a few miles away, and he's tossing missiles and destroyed spaceships at you, at this point, Asura has a ranged energy blast he fire, by moving a crosshair across the screen while running. When a object the boss throws comes too close to Asura, the players as a split second to press a button to toss it back at the boss.
Then the battle changes to an aerial view, and Asura needs to dodge and get close to the boss to smack him, then it will change back into the running sequence, where a few more hits drives the boss to become it's massive planet swallowing celestial form. This is all governed by Asura's ANGER METER, which gradually fills up as the fight progresses. When the boss begins to crush Asura with his giant finger. It's at this point Asura's ANGER METER is full, and he can power up to one of his many forms (in this case, he grows 6 arms) pounding the buttons will cause Asura to power up further, and this will produce a crack in the boss's finger, the cracks multiply, and the boss will freak out and die in a massive explosion that leaves a continent sized crater.
While all this portions of the game are playable, they are all presented very stylistically and cinematically. It has a very anime episodic feel to it, which is what the team is going for.
Think of every awesome manly anime there is, Fist of the North Star, Berserk, Hajime No Ippo, multiple it x 1,000,000,000 and make it playable. That's Asura's Wrath.
Even though the game is heavy on the cutscenes, there will be sequences more akin to DMC, where Asura has to cut through multiple smaller-scale enemies, and it's these sequences were Asura has a number of fighting moves to use (although this was not shown in detail.)
RE: OPERATION RACCOON CITY
Alot of the base details are already known but here are my personal impressions of what I played.
The only thing playable was team deathmatch in the demo, but rest assured there is a large single player story to follow (or not follow if you want to break canon)
The game is dark, dank and violent, definitely the goriest RE game to date, blowing a zombie away with a shotgun just doesn't explode his head, it destroys his entire torso. You select either from the Spec Ops or the Umbrella USS soldiers, and you start in the Stucco gas map, your objective is simply to kill the other team, but the entire area is overflowing with zombies as well.
Each character has their own special ability, mines, adrenaline shot, heat vision goggles, cloaking, the dominating team will always be the one working together, as each ability helps out the entire team if you coordinate. The shooting all feels really good, but it does play like every other TPS out there, there is even a very light cover system, but it's not really needed, and for me, I only used it when I wanted to catch a breath.
As the match wears on, eventually other wild card is put into the mix. BOWS. Hunters will eventually start stalking the map, and attack either player team...but if one team is dominating in kills, the hunters will always attack that team first. The hunters in this game are truly frighting, as they can jump longer distances than they ever could in the old games, and take a shitload of firepower to kill, but if you manage it, you get a huge score increase.
Melee attacks also play a big part; when tapping the melee button, you can also control the direction of your knife/blows and kicks by moving the control stick in the direction of whatever you want to die. There are also "brutal kills" that trigger after a combo, that are some of the messier executions I've seen, like jamming a knife under the chin of a zombie, and stirring their brains up with the blade tip.
Killing zombies is worth the least amount of points, and killing hunters is the most, as they take even more damage than the other team.
The game also plays really fast, but the characters still have a weighty RE feel to the, as your turning speed isn't super quick, but it's also not so slow as to make you feel sluggish.
I really need to try more maps, weapons, and see more BOWS in action, to make a final judgment but I am definitely interested in the game now, when it was announced I was pretty BLAH on the whole thing.